Guards detect each other as Enemy

The “AIPerceptionStimuliSource” (at BP_Robber) and “AIPerception” (at BP_Guard) do not really communicate with each other. At least not in the way it is implemented here. The AIPerception perceives every Pawn as Enemy if they see it. I added another check for BP_Robber in BP_AI_Guard to test for the Player. But this way one can skip the AIPerceptionStimuliSource on the Player.

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